The Full Guide to Obtaining the Infernal Machine, Important Information on Monster Powers, Blizzard Talks WW Barbs, Blizzard on

  • #21
    Quote from Gramexery

    I guess that the random stats are.. *puts on sunglasses*, pretty random. yeahwwww
    [SARCASM] Wow, u don't say?? [/SARCASM]
    I guess that u didn't exactly understand the question, so let me clarify for u...
    All items can't carry all affixes, for example, boots don't carry critdamage, shoulders don't carry sockets etc etc...so the "random" magic properties, are randon within a specific pool of possible affixes. It's these affixes i'm interested in
  • #22
    Quote from Raz0r_boy

    Quote from Gramexery

    I guess that the random stats are.. *puts on sunglasses*, pretty random. yeahwwww
    [SARCASM] Wow, u don't say?? [/SARCASM]
    I guess that u didn't exactly understand the question, so let me clarify for u...
    All items can't carry all affixes, for example, boots don't carry critdamage, shoulders don't carry sockets etc etc...so the "random" magic properties, are randon within a specific pool of possible affixes. It's these affixes i'm interested in


    I suspect the rings will likely have ring affix pool assignment, I know legendaries do not adhere to their item class affix pools, but I feel the ring probably will as they have access to a very large affix pool.
  • #23
    Quote from Raz0r_boy

    Quote from Gramexery

    I guess that the random stats are.. *puts on sunglasses*, pretty random. yeahwwww
    [SARCASM] Wow, u don't say?? [/SARCASM]
    I guess that u didn't exactly understand the question, so let me clarify for u...
    All items can't carry all affixes, for example, boots don't carry critdamage, shoulders don't carry sockets etc etc...so the "random" magic properties, are randon within a specific pool of possible affixes. It's these affixes i'm interested in


    Dont you think its just the one that are possible for correct rings like All res, Crit hit, crit dmg, atk speed, vit etc
  • #24
    Do the Ubbers drop regular loot also or just the ring parts ?
  • #25
    1. Yes, all new keys are needed to craft more than one machine.
    2. No, you do not need to get the plan again. Just once to teach your BS.
    3. It appears each ring mat drops from specific über bosses. Although this is not verified. They did get two different mats from two different bosses.
    4. You can craft multiple machines and open multiple portals at the same time.
    5. Not sure about the ring props. Since its legendary, it's possible but more likely it draws from the ring prop pool.

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  • #26
    Anybody else got the "no d3 license attached to the account" ? Or maybe someone knows the workaround?
    Soon™
  • #27
    Quote from Vulmio

    Do the Ubbers drop regular loot also or just the ring parts ?


    Also since now affixes are determined by the level of the monsters, how affixes will be determined for crafted items ?
  • #28
    Wonder if it will affect the rings stats if you defeat the bosses on power lvl 10 compared to 0
  • #29
    Having to farm all three keys, which apparently have a really low drop rate, for every portal is just annoying grind.
    They should make each key correspond to one of the realms and only consume that key when you go to that realm.
  • #30
    Having to re-farm the keys makes perfect sense because they don't want people farming bosses over and over, that's been the case since the very start. Now that all the acts are the same difficulty, just do normal farming runs across the three of them and add the key wardens to your run. Then once in a while you get an Infernal Machine and can try for another ring. I do wish you didn't lose the machine the moment the portal opens whether or not the boss dies though...

    There are various rumors about how Monster Power affects things - it makes keys drop more often, it makes ring mats drop more often, etc... Nothing confirmed though as far as I know.

    Quote from UberMey

    Im not getting it right, is mf affecting the affixes roll?

    what should the mlvl improve on drops? I just cant see a good point on it, more mf means more rares, more rares means more time lost identifying trash as the affixes are just bad ...

    http://us.battle.net...ment#magic-find

    MF improves the chance of any given magic drop being a legendary, or a 6 affix rare, or a 5 affix rare, etc. So the items you find will be of a higher quality overall.

    Each stack of monster power doesn't make a huge difference, but activating Monster Power 1 changes all of Act 1/2's monsters to be Act 3 difficulty. That includes their droprates.
  • #31
    Quote from JkW

    Quote from Raz0r_boy

    So basically they will be an addition until u find all the mats for the ring..and then they' re useless...

    No. Because the stats on the ring are RNG, you want to farm more of the ingredients :)


    Which is not a good thing considering the 4 random properties. I am Ok with farming keymaster with a CHANCE to drop a key, just like in D2, that is Ok. But it stops where the uber bosses only have a chance to drop materials for the ring aswell. This would be tolerable if the chance of getting a crap ring wasn't like 99%, but I am not going to farm this shit for weeks just to get one crap ring after another.
    Just too random: chance for key, chance for materials, 4 random properties. Random is Ok, but this is too much variables.
  • #32
    I dont get their problem with the CM Wizard build. They say they needed to nerf it because of the new legendary procs. Please tell me which legendary proc is so powerful that it would be a gamechanger? None of it deals that high damage, maximus is nice, but everyone uses that on the follower, because the weapon is not that great. I dont think this reason can justify nerfing a very fun build. I played all classes, my main is not a wizard, but it would be great to see different characters in my party doing different things (i feel boring to play with 4 of the same class, even the same build). If wizards loose the CM/SC build and they probably loose the infinite archon build because on higher monster powers u cant keep archon up) than noone will farm with wizard...
  • #33
    Quote from Fl4sh123

    I dont get their problem with the CM Wizard build. They say they needed to nerf it because of the new legendary procs. Please tell me which legendary proc is so powerful that it would be a gamechanger? None of it deals that high damage, maximus is nice, but everyone uses that on the follower, because the weapon is not that great. I dont think this reason can justify nerfing a very fun build. I played all classes, my main is not a wizard, but it would be great to see different characters in my party doing different things (i feel boring to play with 4 of the same class, even the same build). If wizards loose the CM/SC build and they probably loose the infinite archon build because on higher monster powers u cant keep archon up) than noone will farm with wizard...


    Having a skill with a broken proc coefficient is just too good at too many things. Crazy survivability with life on hit, crazy legendary procs, crazy triggering of skills like Critical Mass and Into the Fray, etc. It just breaks the intent of that game system and kills build variety like we've seen with Barbs. Like they said, once they introduced the higher levels of Monster Power it became clear how insane an advantage it is to get so many of those procs.

    If your build doesn't work at MP10 that really isn't a big deal, just don't farm it. They're very specifically designing it so that you never have to touch it if you don't want to and you can still farm all the best loot.
  • #34
    Quote from Zeyk23

    Quote from Fl4sh123

    I dont get their problem with the CM Wizard build. They say they needed to nerf it because of the new legendary procs. Please tell me which legendary proc is so powerful that it would be a gamechanger? None of it deals that high damage, maximus is nice, but everyone uses that on the follower, because the weapon is not that great. I dont think this reason can justify nerfing a very fun build. I played all classes, my main is not a wizard, but it would be great to see different characters in my party doing different things (i feel boring to play with 4 of the same class, even the same build). If wizards loose the CM/SC build and they probably loose the infinite archon build because on higher monster powers u cant keep archon up) than noone will farm with wizard...


    Having a skill with a broken proc coefficient is just too good at too many things. Crazy survivability with life on hit, crazy legendary procs, crazy triggering of skills like Critical Mass and Into the Fray, etc. It just breaks the intent of that game system and kills build variety like we've seen with Barbs. Like they said, once they introduced the higher levels of Monster Power it became clear how insane an advantage it is to get so many of those procs.

    If your build doesn't work at MP10 that really isn't a big deal, just don't farm it. They're very specifically designing it so that you never have to touch it if you don't want to and you can still farm all the best loot.


    I agree that procs are powerful and they should be balanced correctly. But as i see these kind of games are fun to play if you need a lot of work to get highend gear but when you managed to get that you can be very powerful (even Jay Wilson said once, that they want archon wizards to feel they broke the game). Its not a bad thing if you can feel you broke the game, but it should happen only with insane gear (archon wizards had to get really good gear to work at all). So i think they should balance the proc, but with this nerf even with the best gear in the game you cant make the build work, because its not possible to get 90% crit chance).
  • #35
    And if so, are the monster levels 61/62/63 for A1/2/3? Or even on 0 are they 63/63/63? Thanks.
    Monster Power is considered "on" once you bump it up to Monster Power 1, at which point all monsters in Inferno become level 63. "No Monster Power" means that the system is technically "off," so monster levels will remain the same and you won't get any of the scaling XP/GF/MF boosts.

    Yes! Thats exactly what i wanted to know. I wasn't sure about it. It means i can farm where i want, switching between acts if i get bored in one. This clarification is better for me than the whole infernal machine thing.
  • #36
    Quote from Zeyk23

    Those guys handled it no problem, but got their butts kicked by Skeleton King + Maghda. Turns out SK does a ton of damage and double tornado isn't such a great build for avoiding attacks.

    SK + Maghda seemed like the easiest combination. Especially since both are exeedingly predictable alone. Maybe the 3 phases where Maghda is invulnerable might be interesting. But beyond that?

    Dunno. Rakanoth sucks, though. That's all I know. Hate that instant kill teleport attack.
  • #37
    So I come home from a long day at work

    Start up the PC and hit the news

    Makes some coffee

    Read a bit and enjoys the new info

    then... BAM

    8 screenshots with a chick with a gun in the corner

    Dafuq?
  • #38
    Quote from Cyeron

    8 screenshots with a chick with a gun in the corner

    Dafuq?


    He just want to cover the chat.
  • #39
    Just toss it out here: I did the Key Warden in Act1 8 times without the key dropping once.
    Inferno monster level 6

    So I don't expect the drop chance of the key to be anywhere close to even 40%
  • #40
    Quote from Ameko

    Just toss it out here: I did the Key Warden in Act1 8 times without the key dropping once.
    Inferno monster level 6

    So I don't expect the drop chance of the key to be anywhere close to even 40%


    Did you have full NV? I've heard it helps(or maybe just that MF helps) but take that with a grain of salt.
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